Exploring avatar roles for motivational effects in gameful environments
Exploring avatar roles for motivational effects in gameful environments
This paper explores avatar roles and design principles in helping to develop motivation in game environments. Different avatar applications could influence the experience of players in at least three ways: as a customisation tool, game strategy, and personal identification. These possible influences could be enhanced by the application of avatar design for motivational purposes, reflected through the integration between game design elements and the avatar implementation. This paper aims to situate avatar design as a design strategy to motivate users to change their behaviour and promote adherence to new habits. We start by reviewing the current papers that address avatar design utilisations for motivation in to Serious Games. Then, we analyse the main elements in gameful applications (e.g. Re-Mission, Pain Squad, CodeInGame and Monster Manor), in order to understand and explore the design of avatars. The analysis is followed by the development of a model for Avatar Design in Motivational contexts (ADAM), which could be used to provide the necessary guidance for designers and developers of gameful systems for motivational environments.
Avatar, Interface Design, Games
Mohd Tuah, Nooralisa
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Wanick, Vanissa
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Ranchhod, Ashokkumar
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Wills, Gary B.
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4 September 2017
Mohd Tuah, Nooralisa
1ad26ca0-ead2-431f-b06b-ad18ecaa30cf
Wanick, Vanissa
d2941cae-269e-4672-b448-8cb93e22e89e
Ranchhod, Ashokkumar
4502275c-3dca-4c29-a2cb-3a0356e4de0e
Wills, Gary B.
3a594558-6921-4e82-8098-38cd8d4e8aa0
Mohd Tuah, Nooralisa, Wanick, Vanissa, Ranchhod, Ashokkumar and Wills, Gary B.
(2017)
Exploring avatar roles for motivational effects in gameful environments.
EAI Endorsed Transactions on Creative Technologies, 17 (10), [e3].
(doi:10.4108/eai.4-9-2017.153055).
Abstract
This paper explores avatar roles and design principles in helping to develop motivation in game environments. Different avatar applications could influence the experience of players in at least three ways: as a customisation tool, game strategy, and personal identification. These possible influences could be enhanced by the application of avatar design for motivational purposes, reflected through the integration between game design elements and the avatar implementation. This paper aims to situate avatar design as a design strategy to motivate users to change their behaviour and promote adherence to new habits. We start by reviewing the current papers that address avatar design utilisations for motivation in to Serious Games. Then, we analyse the main elements in gameful applications (e.g. Re-Mission, Pain Squad, CodeInGame and Monster Manor), in order to understand and explore the design of avatars. The analysis is followed by the development of a model for Avatar Design in Motivational contexts (ADAM), which could be used to provide the necessary guidance for designers and developers of gameful systems for motivational environments.
Text
eai.4-9-2017.153055
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More information
Accepted/In Press date: 31 May 2017
e-pub ahead of print date: 4 September 2017
Published date: 4 September 2017
Keywords:
Avatar, Interface Design, Games
Identifiers
Local EPrints ID: 413777
URI: http://eprints.soton.ac.uk/id/eprint/413777
ISSN: 2409-9708
PURE UUID: 4fda1883-c790-407c-9159-653843596396
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Date deposited: 06 Sep 2017 16:31
Last modified: 14 Dec 2024 02:53
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Contributors
Author:
Nooralisa Mohd Tuah
Author:
Ashokkumar Ranchhod
Author:
Gary B. Wills
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